07-14-2020, 05:30 PM
(This post was last modified: 07-14-2020, 06:20 PM by Detective100.)
All right, lets give this a go.
Volcano: The CD may make it, I don't less supotimal-but less spammable, one note that wasn't mentioned is how just like Earthquake, it has a invisible hit range just like Earthquake, and a massive one at that. Unless you somehow got to learn the range by heart by sparring against a volcano user, you're going to end up walking into its range whether you planned to or not.
The invisible range and its large reach, which effectively makes the damage near unavoidable if you put the volcano at the center? Makes it hard for me to agree in reducing the CD.
Earthquake: To be honest, I've rarely seen this spell being used. Perhaps criminically so, now that I've seen how it's CD is actually -half- that of Volcano. I recall the borders of the move indeed being unclear, but I do not know its range, or how long it lasts for me to make to reach a more clear consensus on the move.
Black Hole: This AoE, is one of the moves where you need to set up for it. If you get your enemy to dash for example, and then follow it up with a slow before putting in the black hole?
It is going to put in the work. It not having a clear range also helps. You can put black hole down as a defensive action, knowing the enemy won't risk walking in and risk getting sucked in- Let alone, dashing into it.
Its a good move, both in offense, and defense, and the damage from it can rack up rapidly if you catch a slowed opponent in its radius.
Inferno: I agree here. This, is probably among the worse AoE moves. However, I think this is because the move acts both as a ground AoE, and a damaging AoE move like lightning burst. Focusing on one or the other might give the move more of an identity.
Flood: As someone who had melodic repose? This is where I disagree wholeheartily. I admit that I do not know the exact difference in healing per tick, and healing overall, but Flood has something important that Melodic repose doesn't: Damage ticks, and painful ones at that. Unlike repose, where an enemy could walk into the AoE to keep fighting, if someone were to charge into flood? Damage would start racking up.
Pond: Haven't seen it yet, so I can't comment on it.
White Squall: I haven't seen the move in action, so I can't comment much on it as well. I've seen someone buying the skills to experiment with it, but that's about it. Range overall seems decent to me, though- Not every AoE has to fill up somewhere between half to third of the RPB arena's size.
Holy/occult AoEs, and Cosmic AoE:
I agree with what you said. Holy/Occult's damage and range make them decent AoEs (In particular, the larger intermediate versions). Cosmic's AoE seems decent enough overall, as well.
Now, for the last, and not least...
Crystal wall: This is where we somehow both agree, but would end up at odds.
Crystal wall, currently? Is indeed the best AoE. Instant damage on cast, extra damage on people if they stay in the wall, and the added bonus of blocking linear projectiles makes for the best AoE to be used defensively.
In fact, it is so good, that I started to think of it as perhaps being too good. It deters from going into melee range due to the damage ticks, and the linear projectiles which one would normally use to poke in such a scenario will be rendered useless.
Volcano: The CD may make it, I don't less supotimal-but less spammable, one note that wasn't mentioned is how just like Earthquake, it has a invisible hit range just like Earthquake, and a massive one at that. Unless you somehow got to learn the range by heart by sparring against a volcano user, you're going to end up walking into its range whether you planned to or not.
The invisible range and its large reach, which effectively makes the damage near unavoidable if you put the volcano at the center? Makes it hard for me to agree in reducing the CD.
Earthquake: To be honest, I've rarely seen this spell being used. Perhaps criminically so, now that I've seen how it's CD is actually -half- that of Volcano. I recall the borders of the move indeed being unclear, but I do not know its range, or how long it lasts for me to make to reach a more clear consensus on the move.
Black Hole: This AoE, is one of the moves where you need to set up for it. If you get your enemy to dash for example, and then follow it up with a slow before putting in the black hole?
It is going to put in the work. It not having a clear range also helps. You can put black hole down as a defensive action, knowing the enemy won't risk walking in and risk getting sucked in- Let alone, dashing into it.
Its a good move, both in offense, and defense, and the damage from it can rack up rapidly if you catch a slowed opponent in its radius.
Inferno: I agree here. This, is probably among the worse AoE moves. However, I think this is because the move acts both as a ground AoE, and a damaging AoE move like lightning burst. Focusing on one or the other might give the move more of an identity.
Flood: As someone who had melodic repose? This is where I disagree wholeheartily. I admit that I do not know the exact difference in healing per tick, and healing overall, but Flood has something important that Melodic repose doesn't: Damage ticks, and painful ones at that. Unlike repose, where an enemy could walk into the AoE to keep fighting, if someone were to charge into flood? Damage would start racking up.
Pond: Haven't seen it yet, so I can't comment on it.
White Squall: I haven't seen the move in action, so I can't comment much on it as well. I've seen someone buying the skills to experiment with it, but that's about it. Range overall seems decent to me, though- Not every AoE has to fill up somewhere between half to third of the RPB arena's size.
Holy/occult AoEs, and Cosmic AoE:
I agree with what you said. Holy/Occult's damage and range make them decent AoEs (In particular, the larger intermediate versions). Cosmic's AoE seems decent enough overall, as well.
Now, for the last, and not least...
Crystal wall: This is where we somehow both agree, but would end up at odds.
Crystal wall, currently? Is indeed the best AoE. Instant damage on cast, extra damage on people if they stay in the wall, and the added bonus of blocking linear projectiles makes for the best AoE to be used defensively.
In fact, it is so good, that I started to think of it as perhaps being too good. It deters from going into melee range due to the damage ticks, and the linear projectiles which one would normally use to poke in such a scenario will be rendered useless.

